src/ai/ai.h
branchgamebalance
changeset 9895 7bd07f43b0e3
parent 5726 8f399788f6c9
child 6308 646711c5feaa
--- a/src/ai/ai.h	Mon Mar 19 09:33:17 2007 +0000
+++ b/src/ai/ai.h	Mon Mar 19 12:38:16 2007 +0000
@@ -7,7 +7,7 @@
 #include "../command.h"
 
 /* How DoCommands look like for an AI */
-typedef struct AICommand {
+struct AICommand {
 	uint32 tile;
 	uint32 p1;
 	uint32 p2;
@@ -17,22 +17,22 @@
 	char *text;
 	uint uid;
 
-	struct AICommand *next;
-} AICommand;
+	AICommand *next;
+};
 
 /* The struct for an AIScript Player */
-typedef struct AIPlayer {
+struct AIPlayer {
 	bool active;            ///< Is this AI active?
 	AICommand *queue;       ///< The commands that he has in his queue
 	AICommand *queue_tail;  ///< The tail of this queue
-} AIPlayer;
+};
 
 /* The struct to keep some data about the AI in general */
-typedef struct AIStruct {
+struct AIStruct {
 	/* General */
 	bool enabled;           ///< Is AI enabled?
 	uint tick;              ///< The current tick (something like _frame_counter, only for AIs)
-} AIStruct;
+};
 
 VARDEF AIStruct _ai;
 VARDEF AIPlayer _ai_player[MAX_PLAYERS];
@@ -40,9 +40,9 @@
 // ai.c
 void AI_StartNewAI(PlayerID player);
 void AI_PlayerDied(PlayerID player);
-void AI_RunGameLoop(void);
-void AI_Initialize(void);
-void AI_Uninitialize(void);
+void AI_RunGameLoop();
+void AI_Initialize();
+void AI_Uninitialize();
 int32 AI_DoCommand(TileIndex tile, uint32 p1, uint32 p2, uint32 flags, uint procc);
 int32 AI_DoCommandCc(TileIndex tile, uint32 p1, uint32 p2, uint32 flags, uint procc, CommandCallback* callback);
 
@@ -50,7 +50,7 @@
  * This function checks some boundries to see if we should launch a new AI.
  * @return True if we can start a new AI.
  */
-static inline bool AI_AllowNewAI(void)
+static inline bool AI_AllowNewAI()
 {
 	/* If disabled, no AI */
 	if (!_ai.enabled)
@@ -97,7 +97,7 @@
 /**
  * The random-function that should be used by ALL AIs.
  */
-static inline uint32 AI_Random(void)
+static inline uint32 AI_Random()
 {
 /* We pick RandomRange if we are in SP (so when saved, we do the same over and over)
 	 *   but we pick InteractiveRandomRange if we are a network_server or network-client.